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Calamity, Brick Only (Hardmode)
By Okami Tomato
The Throwing Brick is a weapon that almost every Calamity player has owned at some point... but this almost entirely consists of them getting it from the starter bag, and then only using maybe 20 or 30 of them before they get something stronger and abandon them entirely

So I wondered how an entire Calamity run would go if I were ONLY allowed to use Throwing Bricks as my only weapon

And this is how it went...
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[Prior Notes]
Most of the notes for this run, primarily the rules and an overview of the Throwing Brick, can be found on the Pre-Hardmode page


However, I will bring up the difficulty listings once again since they are directly relevant for each boss and forcing you to backtrack across different guides to check difficulties is awkward:

Easily Malleable (Easy)
The easiest tier of boss, generally being those you don't have to worry about at all. While it is entirely possible to lose to them, careful play almost always ensures victory.

Most of the bosses in this tier are, as expected, Pre-Hardmode bosses with limited mobility and/or large hitboxes that allow me to best utilise the Throwing Brick.


Standard Toughness (Easy-Ish)
Bosses that are noticeably tougher than those in the bottom tier, and are for the most part comparable to how the boss would be encountered on a more standard Calamity run.

Mostly limited to Pre-Hardmode, but the occasional Hardmode or Post-Moon Lord boss may be found here if circumstances arise that allow for them to be dealt with reasonably well.


Rock Solid (Normal)
Bosses that are generally noticeably harder than a standard Calamity run, either due to the Brick's lacking damage dragging out intense parts of the fight, or the Brick's arc forcing you to be more creative on how you hit the boss.

Despite only being tier 3, these bosses do have a solid chance of killing the player during the run at least once or twice.


Infernally Forged (Hard)
Bosses that begin reaching into the majorly problematic tier, typically due to a mixture of the bosses' own abilities and lack of counterplay available to the player at that current point in time.

Bosses in this tier likely require a lot of pre-preparation and are more than likely to kill the player a fair number of times before a successful attempt.


Cosmilite Composed (Very Hard)
Bosses that are reaching a point of mild unfairness for the majority of Calamity players, potentially acting as a large, seemingly-unwinnable roadblock for some runs. Most of the time the reasons as to why they are so difficult are the same as the previous tier, though enhanced even further to the point where these bosses may be quite un-fun to deal with.

Expect a fair amount of deaths and reasonable frustration for the bosses listed under this category.


AuBrick Tesla (Absolutely Awful)
Bosses that slowly begin to delve into a tier of difficulty that is borderline-impossible for the majority of players, often caused due to a combination of some form of time limits or general DPS checks combined with a general lack of options.

Only 3 bosses in the entire run are in this tier and, while I'd normally advise skipping bosses like this until later, some of them are tied to progression so... have fun with that...




Also, Calamity is planning a large Rogue update soon that changes a large quantity of accessories and some bosses, so this page may be a little outdated depending how long it takes to finish.

Fortunately, most of it will likely remain similar enough that these can still be used as reference for how I went about fighting the bosses.


Anyways, that note aside, onto Hardmode!
Aquatic Scourge
Brick-fficulty: Cosmilite Compressed*
So, my first plan upon entering hardmode was to either try to obtain the Electrician's Glove or the Corrosive Spine, as both accessories are extremely useful for the run. I went with the Spine first due to the Scourge not having a time-dependent enrage like the mechanical bosses have.

Scourge was incredibly slow to kill due to my gear being Pre-Hardmode and my weapon being, well, Throwing Bricks. Stealth Strikes, even with all the fragments hitting Scourge, dealt next to no damage, to the point where starting the fight at nighttime in hopes falling stars hit Scourge was a genuinely viable idea since they dealt decent damage to Scourge.

Of course, with Scourge gaining speed as it loses health, the last third of the fight proved quite hectic, as there was no way to kill it quickly, thus forcing me to evade the worm as best I could.

Overall, a very tough fight, but some of that may be entirely my fault... which we'll get to later.

Post-Boss
Time: 24:41

Scourge's defeat granted me the Corrosive Spine; an excellent weapon for the challenge, as most of the rogue accessories that summon projectiles have set base damage and do not inherit the Brick's damage, allowing them to act as a far more reliable damage source.

After this, my plans were to move onto the mechanicals, starting with the one I assumed was most vulnerable to the Corrosive Spine's effects.
Destroyer
Brick-fficulty: Rock Solid
The Destroyer was my next target, as my last time doing the weaponless challenge run revealed that the Destroyer proved to be highly vulnerable to the toxic clouds produced by the Corrosive Spine; which should be even stronger now with my ability to also attack it directly myself.

Destroyer, however, did put up a decent fight, seemingly a lot less vulnerable to the toxic clouds as it had been prior. My main strategy involved running into the body and staying within its hitbox for as long as possible to spawn as many clouds as I could before my health became too low and I moved away again to recover.

Like Scourge, the Bricks themselves did very little, so I was relying almost exclusively on the Spine's toxic clouds for damage. Though, in the end, this worked out fine.

Post-Boss
Time: 4:59

The first thing I did after defeating the Destroyer was make the Electrician's Glove; a weapon that provides mild healing on stealth strikes, but mainly summons sparks on stealth strikes as well; which as discussed with the Corrosive Spine any projectile-summoning rogue accessories are always beneficial.

It was also at this time where I realised I hadn't upgraded my armour and so got Titan Heart Armour. I also realised its set bonus created astral explosions; something that no doubt would have been very handy against the two worm bosses I'd just faced...
Brimstone Elemental
Brick-fficulty: Easily Malleable
Even in this run Brimmy ends up being one of the easiest Hardmode bosses due to her exploitable movement, so I decided to fight her once I had the two other accessories I'd wanted previous. Additionally, the Ruin Medallion I could get from defeating her seemed very helpful; halving stealth strike cost and in-turn letting me use more stealth strikes to compensate for my Bricks' poor damage.

There isn't too much to talk about in regards to her fight; crush depth and all the accessory effects stacked a lot of damage against her very, very quickly, and the ability to easily manipulate her movements made it very easy to hit her consistently outside of the shell phases.

Post-Boss
Time: 2:31

With Brimmy defeated, I gathered some materials and proceeded to craft the Ruin Medallion; an accessory that provides a few general benefits, though mainly reducing the cost of stealth strikes significantly.

With the three accessories I wanted obtained, there was now no real reason to fight the remaining few bosses in any particular order, so instead I went in order of what ones I'd assume would be the most complicated either due to their movement patterns or general mobility.
Skeletron Prime
Brick-fficulty: Standard Toughness
Skeletron Prime was the fight I considered one of the easiest remaining fights before Plantera, due to it being a reasonably simple boss with a consistent pattern and movement patterns you can manipulate rather easily.

Prime did still end up being reasonably challenging, however, as its small limbs were difficult to hit with the throwing bricks, though like Destroyer intentionally taking damage to spawn toxic clouds from the Corrosive Spine could deal quite sizeable damage to both Prime and its limbs.

Once the limbs are down, or even just the ones you find most threatening, the fight is quite free from that point forward, too.

Post-Boss
Time: 4:55

Prime's defeat doesn't actually unlock anything itself, as all the items I want for the run were either locked behind the first mech I defeated, or are locked behind defeating all 3 of them.

However, after defeating Prime, I did suddenly remember a boss I'd entirely forgotten about until now.
Queen Slime
Brick-fficulty: Easily Malleable
A boss I keep forgetting about, both because of it being relatively new, and because the Empress of Light generally overshadows it when it comes to Hallow bosses, but at least I did remember to fight it Pre-Plantera this time.

Queen Slime ended up being a nonissue. Phase 1 simply hops towards you most of the time, so simply running away along a long bridge and staying just close enough to hit it with bricks will make this phase mostly free. Do watch out for the Heavenly Slime minions, however, though even they can be defeated in 1-2 stealth strikes.

Phase 2 was also not a problem. Due to the fact it flies overhead I was a little worried, but as it turns out it flies just low enough to where the Throwing Bricks can still hit it. Do remember to not run away at full speed, though, as that's the easiest way to get hit by the slimeballs it summons. Aside from that, a pretty easy fight.

Post-Boss
Time: 3:14

The only item Queen Slime drops that ends up being useful for this challenge is the Gelatinous Pillion; which is comparable to the normal Slimy Saddle, but with flight should you need it. Not a very big upgrade, but still technically an upgrade.

With that done, only 2 bosses remained before Plantera; one vanilla, one Calamity.
The Twins
Brick-fficulty: Standard Toughness
The first of the two Pre-Plantera bosses whose mobility was a cause for concern, since outside of their charges the Twins generally like to keep a distance from the player. While this does mean they can be manipulated to an extent, there was a risk that they could spend most of the fight out of the player's limited Throwing Brick range; forcing the fight to continue for an unhealthy amount of time.

Thankfully, like with Queen Slime before them, this did not end up being too big of an issue. Spazmatism can be hit by moving horizontally away from him with well-placed Brick throws, and fairly simply while charging, and Spazmatism's 2nd phase is even easier to hit due to the faster charges actually causing it to charge into brick throws more often than not.

Retinazer, on the other hand, was a little more of an issue. Not very easy to hit in Phase 1 outside of the charges, and Phase 2's removal of the charges meant that, like with Phase 1 Spazmatism, you had to rely on throwing bricks while Retinazer was vertically aligned with you.

Overall, though, a much easier fight than I'd imagined, which I'm glad about.

Post-Boss
Time: 3:13

With all 3 mechanical bosses defeated, I could now go and obtain some of my usual gear for this point in the game, mainly the Blood Orange for the health boost, Angel Treads for better mobility, and the Pickaxe Axe to upgrade my Pickaxe.

Now, only one more boss stood between me and Plantera, though it was another I was concerned about.
Cryogen
Brick-fficulty: Rock Solid
Cryogen, on-paper, doesn't seem too bad. It spends large portions of the fight chasing the player and has a generally easy to understand movement pattern, though only one thing stopped it being considered for either of the lower tiers.

The ice barrier wasn't the problem. In fact, with the stealth strike effect, crits, and Crush Depth application, there were some cycles where I could 1-shot the shield if things went well.
So what went wrong? Phase 2.

Phase 2, or at least what I typically consider Cryogen's 2nd phase, has it fly far over the player's head as opposed to chasing them directly. Like the Perforator Hive, it flies far out of the Brick's range, though unlike the Hive it cannot be easily manipulated to move into a Throwing Brick's path, so instead you have to rely on its other main movement in the phase: charging.

The charges also aren't easy to hit; seeing as the movement path for the entire charge is strange; a straight dash at the player, and an exponential curve back up to the sky. Hitting it during the charge is hard and often risks being hit yourself, while hitting it while it travels back upwards requires good positioning and prediction of the path beforehand so you can begin aiming in time.

That aside, the fight wasn't overly taxing once that phase was over, and mostly went as Cryogen fights normally do.

Post-Boss
Time: 5:16

With Cryogen defeated, I wanted to test Daedalus Armour to see if it would improve my DPS, since it lacked the Titan Heart Armour's explosion, though unfortunately it actually seemed to deal worse DPS overall. Thus, I made the Ornate Shield, and prepared for the next part of Hardmode.

Cryogen's defeat means the next part of the game is Plantera, and then the bosses around her tier, which I am already a little worried about.
Plantera
Brick-fficulty: Infernally-Forged
Plantera has probably some of the biggest differences between her two phases in terms of difficulty in this challenge, so I will explain them separately.

Phase 1 Plantera is perhaps among the easiest Hardmode bosses thus far, with the only real threat being the spiked balls unless you accommodate for them in advance. Phase 1 Plantera, even with the 105,000 health it has due to Calamity's changes, is entirely vulnerable to being circled and can be beaten even in a tiny space.

Phase 2, however, kicks up the pressure. The tentacles spawned make her hitbox far larger than it should be, which becomes a bigger problem due to the Brick's general lack of killing power. While not as bad as the Hungry during the WoF fight, since I had just enough DPS to keep them in-check, the initial transition into the phase was very tough and forced me to expand my arena twice to not get half my health chewed through as the phase began.

Plantera's 2nd phase is also highly mobile and surprisingly durable, forcing me to stay on my toes and always active the entire fight.

Overall, a lengthy and fairly challenging fight, but definitely worthwhile (even if partially because she's a core part of progression and the rules of the challenge dictate the has to be fought now, but that's besides the point-)

Post-Boss
Time: 11:20

A lot of items are locked behind Plantera and the buffed Solar Eclipse locked behind her. First, I grabbed the Umbraphile Armour for my first real armour upgrade since Titan Heart at the start of Hardmode.

The new accessories include the Glove of Precision, Vampiric Talisman and the Moon Stone. I got a Bat Hook for better mobility, and finally Penumbra Potions due to their Rogue buffs provided seeming very useful.

However, even with all this new gear, I will admit I was a little concerned about the next boss.
Calamitas
Brick-fficulty: Rock Solid
Cal Clone is another boss that moves to stay a set distance from the player, which was something I was worried about; no damage upgrade was going to make my Bricks hit Calamitas while she was out of range, so I had to think carefully.

Calamitas moves very similarly to Retanazer's 2nd phase, though is much more dangerous to approach. I ended up finding that the best time to hit her was getting in a few hits while she was to the side of the player, however damage was generally quite slow.

The brothers were alright to deal with, since they move like Spazmatism and thus will happily charge right into my projectiles without provocation. The Seekers, on the other hand, orbit Calamitas and are small so targeting them was very awkward to do.

I managed to get Calamitas down to 10% just as daytime hit, meaning I had to endure the second bullet-hell sequence and the final tenth of her health bar while she was enraged. Thankfully, I had enough health to tank one or two hits, and managed to beat Calamitas.

Post-Boss
Time: 10:24

Only one item for this challenge is really locked behind Calamitas right now, though it is a useful one: The Asgard's Valor. This item in turn combines my Ankh Shield with the Ornate Shield so I can have both extra defences and a dash in one accessory slot, freeing up another potentially-crucial slot.

With the two Plantera-tier bosses down, I have a few options as who to fight next, though I think I'll go with the one I imagine will be easiest.
Golem
Brick-fficulty: Standard Toughness
Golem wasn't so much the trouble here as Golem's arena was. By my own rules I have to fight Golem in whatever arena is generated, but I will admit that this was, by far, the absolute worst jungle temple arena room I have ever seen: The ceiling was low enough that Golem could jump and reach you anywhere, the walls were jagged and were also close together, granting almost no dodging room and making Golem's fireballs more unpredictable, and the floor had different elevations everywhere, meaning Golem could reach me in some places he otherwise couldn't depending on where he landed after a jump.

Coming to Golem itself, Golem's fists were a little hard to hit due to being small hitboxes that gradually speed up as they lose health, which is made worse by me having to wait for stealth strikes to charge. They weren't overly difficult, but did mean I had to use my brain more than normal against this boss.

That aside, Golem was more awkward than outright tough, since I couldn't simply use my normal methods of staying above him and moving left and right to dodge lasers. Unfortunately the room layout's restrictions didn't make the fight more intense or fun as it did just really awkward.

Post-Boss
Time: 11:16

Golem unlocks a few new items for the challenge, with the main three for me being Hydrothermic Armour, Miracle Fruit, and Shattering Potions.

There is also the Etherial Extorter, an accessort that was great for the run, though I will admit I forgot about it for the next boss or two...

However, I must beat the other Post-Plantera bosses before I rush ahead to the Post-Golem ones, but with Golem-tier gear things should go fine, right?
Astrum Aureus
Brick-fficulty: Infernally-Forged
A big, slow boss with a giant hitbox and a consistent pattern, so everything should be okay...

Is what I would have said in previous updates. Aureus' overhaul made it one of the most surprisingly mobile bosses in Hardmode at the time of the run, being able to move almost as fast as you and being able to leap insane distances before coming crashing down right next to you, regardless of distance.

Additionally, Aureus' patterns and attacks were changed, making the fight far more random and catching me off-guard with how some of the new patterns worked.

I could, at least, hit Aureus fairly consistently while it leapt and walked towards me, in part due to its massive hitbox and also because when jumping it always seems to want to land just shy of where I'm running, giving me at least some degree of control.

Post-Boss
Time: 9:22

Aureus grants the Suspicious-Looking Bean, since it was moved to no longer being a Post-Moon Lord mount. Aside from that, Aureus grants nothing else of use for the run.
Anahita & Leviathan
Brick-fficulty: Infernally-Forged
So, thus far in the challenge, bosses that are small, highly mobile, spawn lots of disposable minions, generate shields of some sort, or that move to stay a set distance from the player end up being somewhat problematic. Anahita is all of those things.

Anahita is somewhat easier to hit than some of the other 'set distance' bosses since her high mobility actually works against her and allows her to be maneuvered into Bricks by moving downwards while firing, though it's still awkward. Secondly, her bubbles are troublesome since they block projectiles with their large numbers, meaning you often have to stop firing while they are present. Thirdly, her ice barrier acts as a means to block more damage, though is thankfully less persistent than Cryogen's constant shield spawning.

Leviathan showed up after 3 minutes and was initially a worry due to her infinitely-respawning minions, though my mobility allowed me to keep away from them and only have to worry about Levi herself; which isn't too bad being that she's an easy to predict and large target... just have to get through her health.

The last 30 seconds were against Anahita by herself again, which her frequent charging made easier to deal with, so overall a tough but manageable fight.

Post-Boss
Time: 9:55

The Leviathan Ambergris seemed like an interesting accessory, primarily due to the nice defensive buffs it granted, but I sadly lack the accessory slots for it right now. That aside, all their other drops are either useless or more quality of life than directly useful for the run.
Empress of Light
Brick-fficulty: AuBrick Tesla
One of the three run-destroyers, the Empress of Light.

Empress, in terms of attacks and patterns, is a consistent fight with a boss that has comparatively-little movement most of the time when compared to other bosses. She can be hit with Throwing Bricks fairly consistently, though sometimes you need to fly closer to her to land some during particular attacks, but otherwise things seem normal enough.

So, what's the problem?

The time limit.

Empress is a single-hitbox enemy with a comparatively small hitbox, meaning I get fairly minimal damage even on direct Brick hits with stealth strikes. What this means is a fight that, even when started at 7:30 PM exactly, will ALWAYS run past 4:30 AM, and thus enrage the Empress... which lets her insta-kill you.

I ended up stuck fighting enraged daytime Empress for 12:35. Twelve minutes of a boss that, should I misstep and get hit, would immediately kill me and undo all my progress on the fight. Yes, it's possible, as evidenced by the fact I have the times for it, but I would strongly not recommend doing this at this point in progression.

Wall of Flesh might have been the hardest boss in terms of forcing a direct and cheesy workaround to one of its mechanics, but the Empress was the hardest boss in terms of sheer difficulty.

Post-Boss
Time: 21:35

So, what do I get for all this? Nothing.

The Soaring Insignia Calamity nerfs combined with my limited accessory slots means I cannot actually afford to equip it, even if it's still a great accessory even with Calamity's changes.

I could re-fight for the Empress Wings, but that's not happening.
Duke Fishron
Brick-fficulty: Easily Malleable
The first, and easiest, of the Post-Golem bosses. Duke Fishron is decently large and likes to charge at the player a lot, which makes Brick throws fairly easy to land consistently for the most part.

You will, however, have to watch out for the detonating bubble spawns, since like with Anahita these can take hits for Fishron and waste rogue stealth. Also the speed of the charges, especially in Phase 2, might be a problem but aiming directly for Fishron when it charges almost always ensures a hit.

Phase 3 was a little tricky, since Fishron keeps moving and teleporting around, but it was entirely manageable.

Only 1 hit the entire fight on the initial attempt.

Post-Boss
Time: 6:40

For whatever reason I didn't go for Fishron Wings this attempt. Maybe the Hadal Mantle (Hydrothermic Armour's wings) buffs when wearing the armour were too critical to pass up at the time?

Either way, if not going for the Wings, every other Fishron drop is a weapon and thus not useful for the run.
Plaguebringer Goliath
Brick-fficulty: Rock Solid
Plaguebringer was probably, in a strange way, the tamest fight in Hardmode; nothing required lots of planning beforehand or specific movement patterns or updated AI or being forced to fight enraged variants of the boss; just a fairly straightforward Plaguebringer fight.

Of course, PBG isn't free by any means, being a large and mobile boss with high health and defence does make it quite the lengthy boss fight, and mistakes are still punished heavily by its high damage output and Plague debuff that got indirectly buffed by the Alchemical Flask changes.

The best time to hit it is probably when it charges, as its movement pattern is most predictable, its speed enough that both the Brick and its fragments will hit it and thus trigger the rogue accessory effects, and its movement direction being towards the player grants a lot of room for error.

Overall, a lengthy but entirely possible boss fight.

Post-Boss
Time: 13:47

Plaguebringer doesn't really provide anything particularly useful for the run upon its defeat, since most of its drops are based on other classes or are themselves weapons.
Ravager
Brick-fficulty: Standard Toughness
Ravager is actually one of the bosses I imagined would be easier than it actually was, as opposed to most of the other Hardmode bosses up to this point where the opposite is usually true.

Ravager, in-general, is a damage sponge with tons of health and defence, which once again makes it yet another boss that seems problematic for the Brick, though its multiple segments in its first phase do offset this decently. Phase 1's main issue came from the fists, since my attack speed is generally very poor and thus I cannot consistently attack the fists in order to force them to retract prematurely as you normally would in a Ravager fight.

Phase 2 was fairly simple, though I will note that there is very little reason to attack the head; the head's hitbox is quite small compared to Ravager and thus the Etherial Extorter's extra projectiles will rarely ever target it over Ravager's body, so even while the head stays beneath you for most of Phase 2 it's probably a lot quicker and simpler to just target the body and ignore the head.

Post-Boss
Time: 7:45

Ravager's accessories, while not specifically useful for the run, are always nice to keep around on the off-chance I have the room to equip them later. The other drops are all weapons and thus aren't helpful.

With Ravager down, only 3 Hardmode bosses remain... all of whom have specific reasons for being awkward and thus all of them concern me to a degree already.
Lunatic Cultist
Brick-fficulty: Easily Malleable
A small boss that teleports frequently seems like a recipe for disaster in this run, but as it turns out the complete opposite is true.

Lunatic Cultist generally stays still when attacking, and often tries to teleport above the player to attack, putting him consistently in range of my Throwing Bricks, and in-turn all the additional projectiles they summon on stealth strikes.

A nice, welcome break from all the other lengthy fights since Plantera.

Post-Boss
Time: 3:37

LC drops the Ancient Manipulator... and basically only the Ancient Manipulator. I don't need to convince you that this is important, so I won't.

Lunatic Cultist being an easy fight gives me a little more confidence for the latter two bosses, so I wonder if they'll be any nicer than I was thinking before?
Astrum Deus
Brick-fficulty: Cosmilite Compressed
I don't know why I ever give myself false confidence for the Astrum Deus fight; it has been a problem in basically every challenge run aside from the fire weapons only run I did in my own time, which was because the Lahzahr was available.

Astrum Deus was a long, slow fight, made even worse because I had to play a lot more defensively due to my frailty as all my accessories were stealth-focused, with minimal defensive items outside of the Asgard's Valor. Worse yet, having to build stealth makes my attacking speed even slower, making the fight drag on even longer than it already was.

5:57 had passed before Phase 2, which in turn meant I already knew to expect a roughly 10 minute battle against Phase 2 Astrum Deus; not a fun time.

Ultimately, I still don't like fighting this boss, but I persevered and managed to defeat it. In retrospect, I could have crafted the Dark God's Sheath before the fight for a little extra firepower, but I don't think it'd make enough of a difference to change the rating unlike with Aquatic Scourge all the way in early Hardmode.

Post-Boss
Time: 15:19

First thing I did was craft the Dark God's Sheath; my final real upgrade before the Moon Lord, but a welcome one considering how the last fight went.

Moon Lord itself is always a fairly tough fight, though in some runs it can turn out especially nasty. Let's hope this isn't one of those runs as we move forward to the end of Hardmode...
Moon Lord
Brick-fficulty: AuBrick Tesla
Nevermind, it seems Hardmode has to end on the third and final boss in the trifecta of bad times.

Moon Lord, in concept, is already a fairly tough fight, with a lot of health across its segments, segments like the main eye only being vulnerable at certain times, and it spawning minions as it loses segments that make everything more chaotic. Being that this was already predetermined to be a long fight, these factors would have already gradually added up to make the fight a very tough one.

However, the thing that finally pushed it over the limit was Moon Bite, or more specifically Moon Lord's healing clots it creates when inflicting Moon Bite. These clots always spawn if the player has the debuff, and the fight is centred around the idea of Moon Lord being able to inflict it, but my DPS just isn't enough even with stealth to actually kill the clots.

What this means is I have to avoid getting inflicted with Moon Bite for as long as possible. However, with the speed of the mouth that inflicts Moon Bite, this is easier said than done. This means I have to keep away from Moon Lord at all times, though not so far as to let it teleport to me in case it decides to try and inflict Moon Bite as I do so.

Phase 1's problem is the magnitude of Moon Bite's healing. Multiple segments all get healed at once when the clots reach Moon Lord's mouth, undoing significant chunks of progress every time I mess up. In turn, this means I either have to release the True Eyes of Cthulhu and add more enemies to the fight, or risk Moon Lord getting more healing back should I mess up a cycle.

Phase 2's problem is the quantity, as it uses the Moon Bite attack much, much more often. This means while individual slip-ups are less costly than Phase 1, there are significantly more opportunities to mess up and get caught by the attack.

Overall, this boss was a nightmare. Wall of Flesh required some cheese in order to win, and Empress required pure skill, but Moon Lord required virtually perfect play with minimal mistakes over an extremely long time.

Post-Boss
Time: 80:20

With that monster finally felled, Hardmode comes to an end.

The upgrades I made after Moon Lord will be primarily covered in the Post-Moon Lord section, since it feels more fitting there, but new armour, accessories, and player upgrades are on the table with Moon Lord's defeat, which is greatly appreciated.
[Final Notes]
And with that, Hardmode has been bested with only Throwing Bricks and a dream.



Sorry for taking ages to get this out, been busy with university stuff, other projects, and a playthrough of the Labor of Love update where I'm trying to beat Legendary difficulty as summoner, so this ended up on the backburner for a little while.

...in fact, maybe a little too long, given Rogue's getting a lot of changes soon and literally a whole Terraria update came out in the time between this one and the last... oops sorry about that



Either way, I hope you enjoyed reading the continued ramblings of someone playing Calamity's rogue class in the definitely-intended way

See you next time for the final part of Bricks-only, hopefully soon :)
57 Comments
autismtic 6 Feb @ 8:23pm 
man you gotta be pretty "stoned" to do this... or would it be something else?
jacobleepayne2004 28 Nov, 2024 @ 12:17pm 
imagine doing a wand of sparking challenge
me when i think of it :shcflag: i surrender
jacobleepayne2004 28 Nov, 2024 @ 12:14pm 
*sees a boss* imma brick you to pieces... there's your brick pun
Okami Tomato  [author] 29 Jul, 2024 @ 4:23pm 
Unfortunately I found out the hard way that Moon Lord can out-heal your DPS if he gets you with the moon bite, and I was not prepared for that at all arena-wise

Not the worst I've had to do for a single boss, though - had a 4-hour Polterghast fight in a scrapped Slime Staff only run (...which was scrapped after the Polter fight 'cause I'm not fighting Providence or Yharon for 4 hours+)
Velerium 29 Jul, 2024 @ 2:04pm 
EIGHTY minutes?? What the FUCK, man?
You're a madman :redbat:
lucas 24 May, 2024 @ 3:22pm 
terraria clamity but im bricked :steammocking::steammocking:
Okami Tomato  [author] 15 May, 2024 @ 7:01am 
After the fiasco that was the 'Fun Mode' challenge run Idk if I'm ever gonna play GetFixedBoi for a challenge run ever again
scp 079 is a yoai lover 11 May, 2024 @ 8:23pm 
now do it on getfixedboi
Lau 7 May, 2024 @ 4:13pm 
throwing bricks at homeless bosses
Tealdohr 5 May, 2024 @ 7:35am 
oh my god